CAI BaseNPC

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Revision as of 18:11, 13 February 2022 by Mince (talk | contribs) (→‎SendProps)
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Overview

The base class for half life NPCs.

Source location : /game/server/ai_basenpc.h

Class Structure

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CAI_BaseNPC
Name Type Description
m_lifeState Integer
m_bPerformAvoidance Boolean
m_bIsMoving Boolean
m_bFadeCorpse Boolean
m_iDeathPose Integer
m_iDeathFrame Integer
m_bSpeedModActive Boolean
m_iSpeedModRadius Integer
m_iSpeedModSpeed Integer
m_bImportanRagdoll Boolean
m_flTimePingEffect Float

Entity DataMaps

CAI_BaseNPC
Name Type Description
CAI_BaseNPCCallNPCThink
CAI_BaseNPCCorpseFallThink
CAI_BaseNPCNPCInitThink
CAI_BaseNPCNPCUse
InputActivateSpeedModifier
InputBeginRappel
InputBreak
InputDisableSpeedModifier
InputForceInteractionWithNPC
InputForgetEntity
InputGagDisable
InputGagEnable
InputHolsterAndDestroyWeapon
InputHolsterWeapon
InputIgnoreDangerSounds
InputInsideTransition
InputOutsideTransition
InputSetEnemyFilter
InputSetHealth
InputSetRelationship
InputSetSpeedModifierRadius
InputSetSpeedModifierSpeed
InputSetSquad
InputStartScripting
InputStopScripting
InputUnholsterWeapon
InputUpdateEnemyMemory
InputWake
m_Activity
m_CheckOnGroundTimer
m_next
m_CommandMoveMonitor
m_flMarkTolerance
m_vMark
m_Efficiency
m_EnemiesSerialNumber
m_FailChooseEnemyTimer
m_next
m_GiveUpOnDeadEnemyTimer
m_fIsRunning
m_maxInterval
m_minInterval
m_next
m_IdealActivity
m_IdealNPCState
m_IdealSchedule
m_IdealTranslatedActivity
m_IdealWeaponActivity
m_MoveAndShootOverlay
m_bMovingAndShooting
m_bNoShootWhileMove
m_flSuspendUntilTime
m_initialDelay
m_MoveEfficiency
m_NPCState
m_OnDamaged
m_OnDamagedByPlayer
m_OnDamagedByPlayerSquad
m_OnDeath
m_OnDenyCommanderUse
m_OnForcedInteractionAborted
m_OnForcedInteractionFinished
m_OnForcedInteractionStarted
m_OnFoundEnemy
m_OnFoundPlayer
m_OnHalfHealth
m_OnHearCombat
m_OnHearPlayer
m_OnHearWorld
m_OnLostEnemy
m_OnLostEnemyLOS
m_OnLostPlayer
m_OnLostPlayerLOS
m_OnRappelTouchdown
m_OnSleep
m_OnWake
m_ScheduleState
bScheduleWasInterrupted
bTaskRanAutomovement
bTaskUpdatedYaw
fTaskStatus
iCurTask
iTaskInterrupt
taskFailureCode
timeCurTaskStarted
timeStarted
m_ScriptArrivalActivity
m_ScriptedInteractions
m_ShotRegulator
m_bDisabled
m_bInRestInterval
m_flMaxBurstInterval
m_flMaxRestInterval
m_flMinBurstInterval
m_flMinRestInterval
m_flNextShotTime
m_nBurstShotsRemaining
m_nMaxBurstShots
m_nMinBurstShots
m_SleepFlags
m_SleepState
m_SquadName
m_UnreachableEnts
m_UpdateEnemyPosTimer
m_next
m_afCapability
m_afMemory
m_bCannotDieDuringInteraction
m_bCheckContacts
m_bConditionsGathered
m_bCrouchDesired
m_bDidDeathCleanup
m_bFadeCorpse
m_bForceConditionsGather
m_bForceCrouch
m_bHintGroupNavLimiting
m_bIgnoreUnseenEnemies
m_bImportanRagdoll
m_bInAScript
m_bIsCrouching
m_bIsMoving
m_bPerformAvoidance
m_bPlayerAvoidState
m_bSkippedChooseEnemy
m_bSpeedModActive
m_bUsingStandardThinkTime
m_bWakeSquad
m_cAmmoLoaded
m_fNoDamageDecal
m_fStoredPathFlags
m_failSchedule
m_flAcceptableTimeSeenEnemy
m_flDistTooFar
m_flEyeIntegRate
m_flForcedInteractionTimeout
m_flHeadPitch
m_flHeadYaw
m_flIgnoreDangerSoundsUntil
m_flInteractionYaw
m_flLastAttackTime
m_flLastDamageTime
m_flLastEnemyTime
m_flLastPlayerDamageTime
m_flLastRealThinkTime
m_flLastSawPlayerTime
m_flLastStateChangeTime
m_flMoveWaitFinished
m_flNextDecisionTime
m_flNextDodgeTime
m_flNextEyeLookTime
m_flNextFlinchTime
m_flNextWeaponSearchTime
m_flOriginalYaw
m_flSceneTime
m_flSoundWaitTime
m_flSumDamage
m_flTimeEnemyAcquired
m_flTimeLastMovement
m_flTimePingEffect
m_flWaitFinished
m_flWakeRadius
m_hCine
m_hEnemy
m_hEnemyFilter
m_hEnemyOccluder
m_hEyeLookTarget
m_hForcedInteractionPartner
m_hGoalEnt
m_hInteractionPartner
m_hLastInteractionTestTarget
m_hOpeningDoor
m_hStoredPathTarget
m_hTargetEnt
m_iDeathFrame
m_iDeathPose
m_iDesiredWeaponState
m_iInteractionPlaying
m_iInteractionState
m_iMySquadSlot
m_iSpeedModRadius
m_iSpeedModSpeed
m_iszEnemyFilterName
m_iszPendingWeapon
m_iszSceneCustomMoveSeq
m_nIdealSequence
m_nSoundPriority
m_nStoredPathType
m_nWakeTick
m_pHintNode
m_pLocalNavigator
m_pLockedBestSound
m_bHasOwner
m_bNoExpirationTime
m_flExpireTime
m_flOcclusionScale
m_hOwner
m_hTarget
m_iNext
m_iType
m_iVolume
m_ownerChannelIndex
m_vecOrigin
m_pMotor
m_IdealYaw
m_YawSpeed
m_bYawLocked
m_facingQueue
m_nDismountSequence
m_vecAngularVelocity
m_vecDismount
m_vecVelocity
m_pMoveProbe
m_bIgnoreTransientEntities
m_hLastBlockingEnt
m_pNavigator
m_bCalledStartMove
m_bForcedSimplify
m_bLastNavFailed
m_bLocalSucceedOnWithinTolerance
m_bNoPathcornerPathfinds
m_bNotOnNetwork
m_bValidateActivitySpeed
m_fNavComplete
m_fRememberStaleNodes
m_flLastSuccessfulSimplifyTime
m_flNextSimplifyTime
m_flTimeLastAvoidanceTriangulate
m_hBigStepGroundEnt
m_hLastBlockingEnt
m_navType
m_pPath
m_activity
m_arrivalActivity
m_arrivalSequence
m_bGoalPosSet
m_bGoalTypeSet
m_goalDirection
m_goalDirectionTarget
m_goalFlags
m_goalPos
m_goalSpeed
m_goalSpeedTarget
m_goalStoppingDistance
m_goalTolerance
m_goalType
m_routeStartTime
m_sequence
m_target
m_vecTargetOffset
m_waypointTolerance
m_timePathRebuildDelay
m_timePathRebuildFail
m_timePathRebuildMax
m_timePathRebuildNext
m_pPathfinder
m_flLastStaleLinkCheckTime
m_pSenses
m_LastLookDist
m_LookDist
m_SeenHighPriority
m_SeenMisc
m_SeenNPCs
m_TimeLastLook
m_TimeLastLookHighPriority
m_TimeLastLookMisc
m_TimeLastLookNPCs
m_iSensingFlags
m_pTacticalServices
m_bAllowFindLateralLos
m_scriptState
m_spawnEquipment
m_strHintGroup
m_strScriptArrivalSequence
m_translatedActivity
m_vCurEyeTarget
m_vDefaultEyeOffset
m_vEyeLookTarget
m_vInterruptSavePosition
m_vSavePosition
m_vecCommandGoal
m_vecForcedWorldPosition
m_vecLastPosition
m_vecStoredPathGoal
aitesthull
Name Type Description
CAI_BaseNPCCallNPCThink
CAI_BaseNPCCorpseFallThink
CAI_BaseNPCNPCInitThink
CAI_BaseNPCNPCUse
InputActivateSpeedModifier
InputBeginRappel
InputBreak
InputDisableSpeedModifier
InputForceInteractionWithNPC
InputForgetEntity
InputGagDisable
InputGagEnable
InputHolsterAndDestroyWeapon
InputHolsterWeapon
InputIgnoreDangerSounds
InputInsideTransition
InputOutsideTransition
InputSetEnemyFilter
InputSetHealth
InputSetRelationship
InputSetSpeedModifierRadius
InputSetSpeedModifierSpeed
InputSetSquad
InputStartScripting
InputStopScripting
InputUnholsterWeapon
InputUpdateEnemyMemory
InputWake
m_Activity
m_CheckOnGroundTimer
m_next
m_CommandMoveMonitor
m_flMarkTolerance
m_vMark
m_Efficiency
m_EnemiesSerialNumber
m_FailChooseEnemyTimer
m_next
m_GiveUpOnDeadEnemyTimer
m_fIsRunning
m_maxInterval
m_minInterval
m_next
m_IdealActivity
m_IdealNPCState
m_IdealSchedule
m_IdealTranslatedActivity
m_IdealWeaponActivity
m_MoveAndShootOverlay
m_bMovingAndShooting
m_bNoShootWhileMove
m_flSuspendUntilTime
m_initialDelay
m_MoveEfficiency
m_NPCState
m_OnDamaged
m_OnDamagedByPlayer
m_OnDamagedByPlayerSquad
m_OnDeath
m_OnDenyCommanderUse
m_OnForcedInteractionAborted
m_OnForcedInteractionFinished
m_OnForcedInteractionStarted
m_OnFoundEnemy
m_OnFoundPlayer
m_OnHalfHealth
m_OnHearCombat
m_OnHearPlayer
m_OnHearWorld
m_OnLostEnemy
m_OnLostEnemyLOS
m_OnLostPlayer
m_OnLostPlayerLOS
m_OnRappelTouchdown
m_OnSleep
m_OnWake
m_ScheduleState
bScheduleWasInterrupted
bTaskRanAutomovement
bTaskUpdatedYaw
fTaskStatus
iCurTask
iTaskInterrupt
taskFailureCode
timeCurTaskStarted
timeStarted
m_ScriptArrivalActivity
m_ScriptedInteractions
m_ShotRegulator
m_bDisabled
m_bInRestInterval
m_flMaxBurstInterval
m_flMaxRestInterval
m_flMinBurstInterval
m_flMinRestInterval
m_flNextShotTime
m_nBurstShotsRemaining
m_nMaxBurstShots
m_nMinBurstShots
m_SleepFlags
m_SleepState
m_SquadName
m_UnreachableEnts
m_UpdateEnemyPosTimer
m_next
m_afCapability
m_afMemory
m_bCannotDieDuringInteraction
m_bCheckContacts
m_bConditionsGathered
m_bCrouchDesired
m_bDidDeathCleanup
m_bFadeCorpse
m_bForceConditionsGather
m_bForceCrouch
m_bHintGroupNavLimiting
m_bIgnoreUnseenEnemies
m_bImportanRagdoll
m_bInAScript
m_bIsCrouching
m_bIsMoving
m_bPerformAvoidance
m_bPlayerAvoidState
m_bSkippedChooseEnemy
m_bSpeedModActive
m_bUsingStandardThinkTime
m_bWakeSquad
m_cAmmoLoaded
m_fNoDamageDecal
m_fStoredPathFlags
m_failSchedule
m_flAcceptableTimeSeenEnemy
m_flDistTooFar
m_flEyeIntegRate
m_flForcedInteractionTimeout
m_flHeadPitch
m_flHeadYaw
m_flIgnoreDangerSoundsUntil
m_flInteractionYaw
m_flLastAttackTime
m_flLastDamageTime
m_flLastEnemyTime
m_flLastPlayerDamageTime
m_flLastRealThinkTime
m_flLastSawPlayerTime
m_flLastStateChangeTime
m_flMoveWaitFinished
m_flNextDecisionTime
m_flNextDodgeTime
m_flNextEyeLookTime
m_flNextFlinchTime
m_flNextWeaponSearchTime
m_flOriginalYaw
m_flSceneTime
m_flSoundWaitTime
m_flSumDamage
m_flTimeEnemyAcquired
m_flTimeLastMovement
m_flTimePingEffect
m_flWaitFinished
m_flWakeRadius
m_hCine
m_hEnemy
m_hEnemyFilter
m_hEnemyOccluder
m_hEyeLookTarget
m_hForcedInteractionPartner
m_hGoalEnt
m_hInteractionPartner
m_hLastInteractionTestTarget
m_hOpeningDoor
m_hStoredPathTarget
m_hTargetEnt
m_iDeathFrame
m_iDeathPose
m_iDesiredWeaponState
m_iInteractionPlaying
m_iInteractionState
m_iMySquadSlot
m_iSpeedModRadius
m_iSpeedModSpeed
m_iszEnemyFilterName
m_iszPendingWeapon
m_iszSceneCustomMoveSeq
m_nIdealSequence
m_nSoundPriority
m_nStoredPathType
m_nWakeTick
m_pHintNode
m_pLocalNavigator
m_pLockedBestSound
m_bHasOwner
m_bNoExpirationTime
m_flExpireTime
m_flOcclusionScale
m_hOwner
m_hTarget
m_iNext
m_iType
m_iVolume
m_ownerChannelIndex
m_vecOrigin
m_pMotor
m_IdealYaw
m_YawSpeed
m_bYawLocked
m_facingQueue
m_nDismountSequence
m_vecAngularVelocity
m_vecDismount
m_vecVelocity
m_pMoveProbe
m_bIgnoreTransientEntities
m_hLastBlockingEnt
m_pNavigator
m_bCalledStartMove
m_bForcedSimplify
m_bLastNavFailed
m_bLocalSucceedOnWithinTolerance
m_bNoPathcornerPathfinds
m_bNotOnNetwork
m_bValidateActivitySpeed
m_fNavComplete
m_fRememberStaleNodes
m_flLastSuccessfulSimplifyTime
m_flNextSimplifyTime
m_flTimeLastAvoidanceTriangulate
m_hBigStepGroundEnt
m_hLastBlockingEnt
m_navType
m_pPath
m_activity
m_arrivalActivity
m_arrivalSequence
m_bGoalPosSet
m_bGoalTypeSet
m_goalDirection
m_goalDirectionTarget
m_goalFlags
m_goalPos
m_goalSpeed
m_goalSpeedTarget
m_goalStoppingDistance
m_goalTolerance
m_goalType
m_routeStartTime
m_sequence
m_target
m_vecTargetOffset
m_waypointTolerance
m_timePathRebuildDelay
m_timePathRebuildFail
m_timePathRebuildMax
m_timePathRebuildNext
m_pPathfinder
m_flLastStaleLinkCheckTime
m_pSenses
m_LastLookDist
m_LookDist
m_SeenHighPriority
m_SeenMisc
m_SeenNPCs
m_TimeLastLook
m_TimeLastLookHighPriority
m_TimeLastLookMisc
m_TimeLastLookNPCs
m_iSensingFlags
m_pTacticalServices
m_bAllowFindLateralLos
m_scriptState
m_spawnEquipment
m_strHintGroup
m_strScriptArrivalSequence
m_translatedActivity
m_vCurEyeTarget
m_vDefaultEyeOffset
m_vEyeLookTarget
m_vInterruptSavePosition
m_vSavePosition
m_vecCommandGoal
m_vecForcedWorldPosition
m_vecLastPosition
m_vecStoredPathGoal
cycler_actor
Name Type Description
CAI_BaseNPCCallNPCThink
CAI_BaseNPCCorpseFallThink
CAI_BaseNPCNPCInitThink
CAI_BaseNPCNPCUse
InputActivateSpeedModifier
InputBeginRappel
InputBreak
InputDisableSpeedModifier
InputForceInteractionWithNPC
InputForgetEntity
InputGagDisable
InputGagEnable
InputHolsterAndDestroyWeapon
InputHolsterWeapon
InputIgnoreDangerSounds
InputInsideTransition
InputOutsideTransition
InputSetEnemyFilter
InputSetExpressionOverride
InputSetHealth
InputSetRelationship
InputSetSpeedModifierRadius
InputSetSpeedModifierSpeed
InputSetSquad
InputStartScripting
InputStopScripting
InputUnholsterWeapon
InputUpdateEnemyMemory
InputWake
m_Activity
m_CheckOnGroundTimer
m_next
m_CommandMoveMonitor
m_flMarkTolerance
m_vMark
m_Efficiency
m_EnemiesSerialNumber
m_FailChooseEnemyTimer
m_next
m_FlexweightBodyRightLeft
m_FlexweightChestRightLeft
m_FlexweightGestureRightLeft
m_FlexweightGestureUpDown
m_FlexweightHeadForwardBack
m_FlexweightHeadRightLeft
m_FlexweightHeadTilt
m_FlexweightHeadUpDown
m_GiveUpOnDeadEnemyTimer
m_fIsRunning
m_maxInterval
m_minInterval
m_next
m_IdealActivity
m_IdealNPCState
m_IdealSchedule
m_IdealTranslatedActivity
m_IdealWeaponActivity
m_MoveAndShootOverlay
m_bMovingAndShooting
m_bNoShootWhileMove
m_flSuspendUntilTime
m_initialDelay
m_MoveEfficiency
m_NPCState
m_OnDamaged
m_OnDamagedByPlayer
m_OnDamagedByPlayerSquad
m_OnDeath
m_OnDenyCommanderUse
m_OnForcedInteractionAborted
m_OnForcedInteractionFinished
m_OnForcedInteractionStarted
m_OnFoundEnemy
m_OnFoundPlayer
m_OnHalfHealth
m_OnHearCombat
m_OnHearPlayer
m_OnHearWorld
m_OnLostEnemy
m_OnLostEnemyLOS
m_OnLostPlayer
m_OnLostPlayerLOS
m_OnRappelTouchdown
m_OnSleep
m_OnWake
m_ParameterBodyYaw
m_ParameterGestureHeight
m_ParameterGestureWidth
m_ParameterHeadPitch
m_ParameterHeadRoll
m_ParameterHeadYaw
m_ParameterNeckTrans
m_ParameterSpineYaw
m_ScheduleState
bScheduleWasInterrupted
bTaskRanAutomovement
bTaskUpdatedYaw
fTaskStatus
iCurTask
iTaskInterrupt
taskFailureCode
timeCurTaskStarted
timeStarted
m_ScriptArrivalActivity
m_ScriptedInteractions
m_ShotRegulator
m_bDisabled
m_bInRestInterval
m_flMaxBurstInterval
m_flMaxRestInterval
m_flMinBurstInterval
m_flMinRestInterval
m_flNextShotTime
m_nBurstShotsRemaining
m_nMaxBurstShots
m_nMinBurstShots
m_SleepFlags
m_SleepState
m_SquadName
m_UnreachableEnts
m_UpdateEnemyPosTimer
m_next
m_afCapability
m_afMemory
m_bCannotDieDuringInteraction
m_bCheckContacts
m_bConditionsGathered
m_bCrouchDesired
m_bDidDeathCleanup
m_bDontUseSemaphore
m_bFadeCorpse
m_bForceConditionsGather
m_bForceCrouch
m_bHintGroupNavLimiting
m_bIgnoreUnseenEnemies
m_bImportanRagdoll
m_bInAScript
m_bIsCrouching
m_bIsMoving
m_bPerformAvoidance
m_bPlayerAvoidState
m_bSkippedChooseEnemy
m_bSpeedModActive
m_bUsingStandardThinkTime
m_bWakeSquad
m_blinktime
m_cAmmoLoaded
m_fLatchedPositions
m_fNoDamageDecal
m_fStoredPathFlags
m_failSchedule
m_flAcceptableTimeSeenEnemy
m_flAccumYawDelta
m_flAccumYawScale
m_flBlinktime
m_flDistTooFar
m_flEyeIntegRate
m_flForcedInteractionTimeout
m_flHeadPitch
m_flHeadYaw
m_flIgnoreDangerSoundsUntil
m_flInteractionYaw
m_flLastAttackTime
m_flLastDamageTime
m_flLastEnemyTime
m_flLastPlayerDamageTime
m_flLastRealThinkTime
m_flLastSawPlayerTime
m_flLastStateChangeTime
m_flMoveWaitFinished
m_flNextDecisionTime
m_flNextDodgeTime
m_flNextEyeLookTime
m_flNextFlinchTime
m_flNextRandomExpressionTime
m_flNextRandomLookTime
m_flNextWeaponSearchTime
m_flOriginalYaw
m_flSceneTime
m_flSoundWaitTime
m_flSumDamage
m_flTimeEnemyAcquired
m_flTimeLastMovement
m_flTimePingEffect
m_flWaitFinished
m_flWakeRadius
m_flexnum
m_flextarget
m_flextime
m_goalBodyYaw
m_goalHeadCorrection
m_goalHeadDirection
m_goalHeadInfluence
m_goalSpineYaw
m_hCine
m_hEnemy
m_hEnemyFilter
m_hEnemyOccluder
m_hExpressionSceneEnt
m_hEyeLookTarget
m_hForcedInteractionPartner
m_hGoalEnt
m_hInteractionPartner
m_hLastInteractionTestTarget
m_hLookTarget
m_hOpeningDoor
m_hStoredPathTarget
m_hTargetEnt
m_iDeathFrame
m_iDeathPose
m_iDesiredWeaponState
m_iInteractionPlaying
m_iInteractionState
m_iMySquadSlot
m_iSpeedModRadius
m_iSpeedModSpeed
m_istalking
m_iszAlertExpression
m_iszCombatExpression
m_iszDeathExpression
m_iszEnemyFilterName
m_iszExpressionOverride
m_iszExpressionScene
m_iszIdleExpression
m_iszPendingWeapon
m_iszSceneCustomMoveSeq
m_iszSentence
m_latchedEyeDirection
m_latchedEyeOrigin
m_latchedHeadDirection
m_lookQueue
m_lookTarget
m_looktime
m_nIdealSequence
m_nSoundPriority
m_nStoredPathType
m_nWakeTick
m_pExpresser
m_ConceptHistories
m_flBlockedTalkTime
m_flLastTimeAcceptedSpeak
m_flStopTalkTime
m_flStopTalkTimeWithoutDelay
m_voicePitch
m_pHintNode
m_pLocalNavigator
m_pLockedBestSound
m_bHasOwner
m_bNoExpirationTime
m_flExpireTime
m_flOcclusionScale
m_hOwner
m_hTarget
m_iNext
m_iType
m_iVolume
m_ownerChannelIndex
m_vecOrigin
m_pMotor
m_IdealYaw
m_YawSpeed
m_bYawLocked
m_facingQueue
m_nDismountSequence
m_vecAngularVelocity
m_vecDismount
m_vecVelocity
m_pMoveProbe
m_bIgnoreTransientEntities
m_hLastBlockingEnt
m_pNavigator
m_bCalledStartMove
m_bForcedSimplify
m_bLastNavFailed
m_bLocalSucceedOnWithinTolerance
m_bNoPathcornerPathfinds
m_bNotOnNetwork
m_bValidateActivitySpeed
m_fNavComplete
m_fRememberStaleNodes
m_flLastSuccessfulSimplifyTime
m_flNextSimplifyTime
m_flTimeLastAvoidanceTriangulate
m_hBigStepGroundEnt
m_hLastBlockingEnt
m_navType
m_pPath
m_activity
m_arrivalActivity
m_arrivalSequence
m_bGoalPosSet
m_bGoalTypeSet
m_goalDirection
m_goalDirectionTarget
m_goalFlags
m_goalPos
m_goalSpeed
m_goalSpeedTarget
m_goalStoppingDistance
m_goalTolerance
m_goalType
m_routeStartTime
m_sequence
m_target
m_vecTargetOffset
m_waypointTolerance
m_timePathRebuildDelay
m_timePathRebuildFail
m_timePathRebuildMax
m_timePathRebuildNext
m_pPathfinder
m_flLastStaleLinkCheckTime
m_pSenses
m_LastLookDist
m_LookDist
m_SeenHighPriority
m_SeenMisc
m_SeenNPCs
m_TimeLastLook
m_TimeLastLookHighPriority
m_TimeLastLookMisc
m_TimeLastLookNPCs
m_iSensingFlags
m_pTacticalServices
m_bAllowFindLateralLos
m_phoneme
m_randomLookQueue
m_scriptState
m_sentence
m_spawnEquipment
m_speaktime
m_strHintGroup
m_strHullName
m_strScriptArrivalSequence
m_syntheticLookQueue
m_translatedActivity
m_vCurEyeTarget
m_vDefaultEyeOffset
m_vEyeLookTarget
m_vInterruptSavePosition
m_vSavePosition
m_vecCommandGoal
m_vecForcedWorldPosition
m_vecLastPosition
m_vecStoredPathGoal
generic_actor
Name Type Description
CAI_BaseNPCCallNPCThink
CAI_BaseNPCCorpseFallThink
CAI_BaseNPCNPCInitThink
CAI_BaseNPCNPCUse
InputActivateSpeedModifier
InputBeginRappel
InputBreak
InputDisableSpeedModifier
InputForceInteractionWithNPC
InputForgetEntity
InputGagDisable
InputGagEnable
InputHolsterAndDestroyWeapon
InputHolsterWeapon
InputIgnoreDangerSounds
InputInsideTransition
InputOutsideTransition
InputSetEnemyFilter
InputSetExpressionOverride
InputSetHealth
InputSetRelationship
InputSetSpeedModifierRadius
InputSetSpeedModifierSpeed
InputSetSquad
InputStartScripting
InputStopScripting
InputUnholsterWeapon
InputUpdateEnemyMemory
InputWake
m_Activity
m_CheckOnGroundTimer
m_next
m_CommandMoveMonitor
m_flMarkTolerance
m_vMark
m_Efficiency
m_EnemiesSerialNumber
m_FailChooseEnemyTimer
m_next
m_FlexweightBodyRightLeft
m_FlexweightChestRightLeft
m_FlexweightGestureRightLeft
m_FlexweightGestureUpDown
m_FlexweightHeadForwardBack
m_FlexweightHeadRightLeft
m_FlexweightHeadTilt
m_FlexweightHeadUpDown
m_GiveUpOnDeadEnemyTimer
m_fIsRunning
m_maxInterval
m_minInterval
m_next
m_IdealActivity
m_IdealNPCState
m_IdealSchedule
m_IdealTranslatedActivity
m_IdealWeaponActivity
m_MoveAndShootOverlay
m_bMovingAndShooting
m_bNoShootWhileMove
m_flSuspendUntilTime
m_initialDelay
m_MoveEfficiency
m_NPCState
m_OnDamaged
m_OnDamagedByPlayer
m_OnDamagedByPlayerSquad
m_OnDeath
m_OnDenyCommanderUse
m_OnForcedInteractionAborted
m_OnForcedInteractionFinished
m_OnForcedInteractionStarted
m_OnFoundEnemy
m_OnFoundPlayer
m_OnHalfHealth
m_OnHearCombat
m_OnHearPlayer
m_OnHearWorld
m_OnLostEnemy
m_OnLostEnemyLOS
m_OnLostPlayer
m_OnLostPlayerLOS
m_OnRappelTouchdown
m_OnSleep
m_OnWake
m_ParameterBodyYaw
m_ParameterGestureHeight
m_ParameterGestureWidth
m_ParameterHeadPitch
m_ParameterHeadRoll
m_ParameterHeadYaw
m_ParameterNeckTrans
m_ParameterSpineYaw
m_ScheduleState
bScheduleWasInterrupted
bTaskRanAutomovement
bTaskUpdatedYaw
fTaskStatus
iCurTask
iTaskInterrupt
taskFailureCode
timeCurTaskStarted
timeStarted
m_ScriptArrivalActivity
m_ScriptedInteractions
m_ShotRegulator
m_bDisabled
m_bInRestInterval
m_flMaxBurstInterval
m_flMaxRestInterval
m_flMinBurstInterval
m_flMinRestInterval
m_flNextShotTime
m_nBurstShotsRemaining
m_nMaxBurstShots
m_nMinBurstShots
m_SleepFlags
m_SleepState
m_SquadName
m_UnreachableEnts
m_UpdateEnemyPosTimer
m_next
m_afCapability
m_afMemory
m_bCannotDieDuringInteraction
m_bCheckContacts
m_bConditionsGathered
m_bCrouchDesired
m_bDidDeathCleanup
m_bDontUseSemaphore
m_bFadeCorpse
m_bForceConditionsGather
m_bForceCrouch
m_bHintGroupNavLimiting
m_bIgnoreUnseenEnemies
m_bImportanRagdoll
m_bInAScript
m_bIsCrouching
m_bIsMoving
m_bPerformAvoidance
m_bPlayerAvoidState
m_bSkippedChooseEnemy
m_bSpeedModActive
m_bUsingStandardThinkTime
m_bWakeSquad
m_cAmmoLoaded
m_fLatchedPositions
m_fNoDamageDecal
m_fStoredPathFlags
m_failSchedule
m_flAcceptableTimeSeenEnemy
m_flAccumYawDelta
m_flAccumYawScale
m_flBlinktime
m_flDistTooFar
m_flEyeIntegRate
m_flForcedInteractionTimeout
m_flHeadPitch
m_flHeadYaw
m_flIgnoreDangerSoundsUntil
m_flInteractionYaw
m_flLastAttackTime
m_flLastDamageTime
m_flLastEnemyTime
m_flLastPlayerDamageTime
m_flLastRealThinkTime
m_flLastSawPlayerTime
m_flLastStateChangeTime
m_flMoveWaitFinished
m_flNextDecisionTime
m_flNextDodgeTime
m_flNextEyeLookTime
m_flNextFlinchTime
m_flNextRandomExpressionTime
m_flNextRandomLookTime
m_flNextWeaponSearchTime
m_flOriginalYaw
m_flSceneTime
m_flSoundWaitTime
m_flSumDamage
m_flTimeEnemyAcquired
m_flTimeLastMovement
m_flTimePingEffect
m_flWaitFinished
m_flWakeRadius
m_flextarget
m_goalBodyYaw
m_goalHeadCorrection
m_goalHeadDirection
m_goalHeadInfluence
m_goalSpineYaw
m_hCine
m_hEnemy
m_hEnemyFilter
m_hEnemyOccluder
m_hExpressionSceneEnt
m_hEyeLookTarget
m_hForcedInteractionPartner
m_hGoalEnt
m_hInteractionPartner
m_hLastInteractionTestTarget
m_hLookTarget
m_hOpeningDoor
m_hStoredPathTarget
m_hTargetEnt
m_iDeathFrame
m_iDeathPose
m_iDesiredWeaponState
m_iInteractionPlaying
m_iInteractionState
m_iMySquadSlot
m_iSpeedModRadius
m_iSpeedModSpeed
m_iszAlertExpression
m_iszCombatExpression
m_iszDeathExpression
m_iszEnemyFilterName
m_iszExpressionOverride
m_iszExpressionScene
m_iszIdleExpression
m_iszPendingWeapon
m_iszSceneCustomMoveSeq
m_latchedEyeDirection
m_latchedEyeOrigin
m_latchedHeadDirection
m_lookQueue
m_nIdealSequence
m_nSoundPriority
m_nStoredPathType
m_nWakeTick
m_pExpresser
m_ConceptHistories
m_flBlockedTalkTime
m_flLastTimeAcceptedSpeak
m_flStopTalkTime
m_flStopTalkTimeWithoutDelay
m_voicePitch
m_pHintNode
m_pLocalNavigator
m_pLockedBestSound
m_bHasOwner
m_bNoExpirationTime
m_flExpireTime
m_flOcclusionScale
m_hOwner
m_hTarget
m_iNext
m_iType
m_iVolume
m_ownerChannelIndex
m_vecOrigin
m_pMotor
m_IdealYaw
m_YawSpeed
m_bYawLocked
m_facingQueue
m_nDismountSequence
m_vecAngularVelocity
m_vecDismount
m_vecVelocity
m_pMoveProbe
m_bIgnoreTransientEntities
m_hLastBlockingEnt
m_pNavigator
m_bCalledStartMove
m_bForcedSimplify
m_bLastNavFailed
m_bLocalSucceedOnWithinTolerance
m_bNoPathcornerPathfinds
m_bNotOnNetwork
m_bValidateActivitySpeed
m_fNavComplete
m_fRememberStaleNodes
m_flLastSuccessfulSimplifyTime
m_flNextSimplifyTime
m_flTimeLastAvoidanceTriangulate
m_hBigStepGroundEnt
m_hLastBlockingEnt
m_navType
m_pPath
m_activity
m_arrivalActivity
m_arrivalSequence
m_bGoalPosSet
m_bGoalTypeSet
m_goalDirection
m_goalDirectionTarget
m_goalFlags
m_goalPos
m_goalSpeed
m_goalSpeedTarget
m_goalStoppingDistance
m_goalTolerance
m_goalType
m_routeStartTime
m_sequence
m_target
m_vecTargetOffset
m_waypointTolerance
m_timePathRebuildDelay
m_timePathRebuildFail
m_timePathRebuildMax
m_timePathRebuildNext
m_pPathfinder
m_flLastStaleLinkCheckTime
m_pSenses
m_LastLookDist
m_LookDist
m_SeenHighPriority
m_SeenMisc
m_SeenNPCs
m_TimeLastLook
m_TimeLastLookHighPriority
m_TimeLastLookMisc
m_TimeLastLookNPCs
m_iSensingFlags
m_pTacticalServices
m_bAllowFindLateralLos
m_randomLookQueue
m_scriptState
m_spawnEquipment
m_strHintGroup
m_strHullName
m_strScriptArrivalSequence
m_syntheticLookQueue
m_translatedActivity
m_vCurEyeTarget
m_vDefaultEyeOffset
m_vEyeLookTarget
m_vInterruptSavePosition
m_vSavePosition
m_vecCommandGoal
m_vecForcedWorldPosition
m_vecLastPosition
m_vecStoredPathGoal
monster_furniture
Name Type Description
CAI_BaseNPCCallNPCThink
CAI_BaseNPCCorpseFallThink
CAI_BaseNPCNPCInitThink
CAI_BaseNPCNPCUse
InputActivateSpeedModifier
InputBeginRappel
InputBreak
InputDisablePlayerCollision
InputDisableSpeedModifier
InputEnablePlayerCollision
InputForceInteractionWithNPC
InputForgetEntity
InputGagDisable
InputGagEnable
InputHolsterAndDestroyWeapon
InputHolsterWeapon
InputIgnoreDangerSounds
InputInsideTransition
InputOutsideTransition
InputSetEnemyFilter
InputSetExpressionOverride
InputSetHealth
InputSetRelationship
InputSetSpeedModifierRadius
InputSetSpeedModifierSpeed
InputSetSquad
InputStartScripting
InputStopScripting
InputUnholsterWeapon
InputUpdateEnemyMemory
InputWake
m_Activity
m_BoneFollowerManager
m_iNumBones
m_physBones
m_CheckOnGroundTimer
m_next
m_CommandMoveMonitor
m_flMarkTolerance
m_vMark
m_Efficiency
m_EnemiesSerialNumber
m_FailChooseEnemyTimer
m_next
m_FlexweightBodyRightLeft
m_FlexweightChestRightLeft
m_FlexweightGestureRightLeft
m_FlexweightGestureUpDown
m_FlexweightHeadForwardBack
m_FlexweightHeadRightLeft
m_FlexweightHeadTilt
m_FlexweightHeadUpDown
m_GiveUpOnDeadEnemyTimer
m_fIsRunning
m_maxInterval
m_minInterval
m_next
m_IdealActivity
m_IdealNPCState
m_IdealSchedule
m_IdealTranslatedActivity
m_IdealWeaponActivity
m_MoveAndShootOverlay
m_bMovingAndShooting
m_bNoShootWhileMove
m_flSuspendUntilTime
m_initialDelay
m_MoveEfficiency
m_NPCState
m_OnDamaged
m_OnDamagedByPlayer
m_OnDamagedByPlayerSquad
m_OnDeath
m_OnDenyCommanderUse
m_OnForcedInteractionAborted
m_OnForcedInteractionFinished
m_OnForcedInteractionStarted
m_OnFoundEnemy
m_OnFoundPlayer
m_OnHalfHealth
m_OnHearCombat
m_OnHearPlayer
m_OnHearWorld
m_OnLostEnemy
m_OnLostEnemyLOS
m_OnLostPlayer
m_OnLostPlayerLOS
m_OnRappelTouchdown
m_OnSleep
m_OnWake
m_ParameterBodyYaw
m_ParameterGestureHeight
m_ParameterGestureWidth
m_ParameterHeadPitch
m_ParameterHeadRoll
m_ParameterHeadYaw
m_ParameterNeckTrans
m_ParameterSpineYaw
m_ScheduleState
bScheduleWasInterrupted
bTaskRanAutomovement
bTaskUpdatedYaw
fTaskStatus
iCurTask
iTaskInterrupt
taskFailureCode
timeCurTaskStarted
timeStarted
m_ScriptArrivalActivity
m_ScriptedInteractions
m_ShotRegulator
m_bDisabled
m_bInRestInterval
m_flMaxBurstInterval
m_flMaxRestInterval
m_flMinBurstInterval
m_flMinRestInterval
m_flNextShotTime
m_nBurstShotsRemaining
m_nMaxBurstShots
m_nMinBurstShots
m_SleepFlags
m_SleepState
m_SquadName
m_UnreachableEnts
m_UpdateEnemyPosTimer
m_next
m_afCapability
m_afMemory
m_bCannotDieDuringInteraction
m_bCheckContacts
m_bConditionsGathered
m_bCrouchDesired
m_bDidDeathCleanup
m_bDontUseSemaphore
m_bFadeCorpse
m_bForceConditionsGather
m_bForceCrouch
m_bHintGroupNavLimiting
m_bIgnoreUnseenEnemies
m_bImportanRagdoll
m_bInAScript
m_bIsCrouching
m_bIsMoving
m_bPerformAvoidance
m_bPlayerAvoidState
m_bSkippedChooseEnemy
m_bSpeedModActive
m_bUsingStandardThinkTime
m_bWakeSquad
m_cAmmoLoaded
m_fLatchedPositions
m_fNoDamageDecal
m_fStoredPathFlags
m_failSchedule
m_flAcceptableTimeSeenEnemy
m_flAccumYawDelta
m_flAccumYawScale
m_flBlinktime
m_flDistTooFar
m_flEyeIntegRate
m_flForcedInteractionTimeout
m_flHeadPitch
m_flHeadYaw
m_flIgnoreDangerSoundsUntil
m_flInteractionYaw
m_flLastAttackTime
m_flLastDamageTime
m_flLastEnemyTime
m_flLastPlayerDamageTime
m_flLastRealThinkTime
m_flLastSawPlayerTime
m_flLastStateChangeTime
m_flMoveWaitFinished
m_flNextDecisionTime
m_flNextDodgeTime
m_flNextEyeLookTime
m_flNextFlinchTime
m_flNextRandomExpressionTime
m_flNextRandomLookTime
m_flNextWeaponSearchTime
m_flOriginalYaw
m_flSceneTime
m_flSoundWaitTime
m_flSumDamage
m_flTimeEnemyAcquired
m_flTimeLastMovement
m_flTimePingEffect
m_flWaitFinished
m_flWakeRadius
m_flextarget
m_goalBodyYaw
m_goalHeadCorrection
m_goalHeadDirection
m_goalHeadInfluence
m_goalSpineYaw
m_hCine
m_hEnemy
m_hEnemyFilter
m_hEnemyOccluder
m_hExpressionSceneEnt
m_hEyeLookTarget
m_hForcedInteractionPartner
m_hGoalEnt
m_hInteractionPartner
m_hLastInteractionTestTarget
m_hLookTarget
m_hOpeningDoor
m_hStoredPathTarget
m_hTargetEnt
m_iDeathFrame
m_iDeathPose
m_iDesiredWeaponState
m_iInteractionPlaying
m_iInteractionState
m_iMySquadSlot
m_iSpeedModRadius
m_iSpeedModSpeed
m_iszAlertExpression
m_iszCombatExpression
m_iszDeathExpression
m_iszEnemyFilterName
m_iszExpressionOverride
m_iszExpressionScene
m_iszIdleExpression
m_iszPendingWeapon
m_iszSceneCustomMoveSeq
m_latchedEyeDirection
m_latchedEyeOrigin
m_latchedHeadDirection
m_lookQueue
m_nIdealSequence
m_nSoundPriority
m_nStoredPathType
m_nWakeTick
m_pExpresser
m_ConceptHistories
m_flBlockedTalkTime
m_flLastTimeAcceptedSpeak
m_flStopTalkTime
m_flStopTalkTimeWithoutDelay
m_voicePitch
m_pHintNode
m_pLocalNavigator
m_pLockedBestSound
m_bHasOwner
m_bNoExpirationTime
m_flExpireTime
m_flOcclusionScale
m_hOwner
m_hTarget
m_iNext
m_iType
m_iVolume
m_ownerChannelIndex
m_vecOrigin
m_pMotor
m_IdealYaw
m_YawSpeed
m_bYawLocked
m_facingQueue
m_nDismountSequence
m_vecAngularVelocity
m_vecDismount
m_vecVelocity
m_pMoveProbe
m_bIgnoreTransientEntities
m_hLastBlockingEnt
m_pNavigator
m_bCalledStartMove
m_bForcedSimplify
m_bLastNavFailed
m_bLocalSucceedOnWithinTolerance
m_bNoPathcornerPathfinds
m_bNotOnNetwork
m_bValidateActivitySpeed
m_fNavComplete
m_fRememberStaleNodes
m_flLastSuccessfulSimplifyTime
m_flNextSimplifyTime
m_flTimeLastAvoidanceTriangulate
m_hBigStepGroundEnt
m_hLastBlockingEnt
m_navType
m_pPath
m_activity
m_arrivalActivity
m_arrivalSequence
m_bGoalPosSet
m_bGoalTypeSet
m_goalDirection
m_goalDirectionTarget
m_goalFlags
m_goalPos
m_goalSpeed
m_goalSpeedTarget
m_goalStoppingDistance
m_goalTolerance
m_goalType
m_routeStartTime
m_sequence
m_target
m_vecTargetOffset
m_waypointTolerance
m_timePathRebuildDelay
m_timePathRebuildFail
m_timePathRebuildMax
m_timePathRebuildNext
m_pPathfinder
m_flLastStaleLinkCheckTime
m_pSenses
m_LastLookDist
m_LookDist
m_SeenHighPriority
m_SeenMisc
m_SeenNPCs
m_TimeLastLook
m_TimeLastLookHighPriority
m_TimeLastLookMisc
m_TimeLastLookNPCs
m_iSensingFlags
m_pTacticalServices
m_bAllowFindLateralLos
m_randomLookQueue
m_scriptState
m_spawnEquipment
m_strHintGroup
m_strScriptArrivalSequence
m_syntheticLookQueue
m_translatedActivity
m_vCurEyeTarget
m_vDefaultEyeOffset
m_vEyeLookTarget
m_vInterruptSavePosition
m_vSavePosition
m_vecCommandGoal
m_vecForcedWorldPosition
m_vecLastPosition
m_vecStoredPathGoal
monster_generic
Name Type Description
CAI_BaseNPCCallNPCThink
CAI_BaseNPCCorpseFallThink
CAI_BaseNPCNPCInitThink
CAI_BaseNPCNPCUse
InputActivateSpeedModifier
InputBeginRappel
InputBreak
InputDisableSpeedModifier
InputForceInteractionWithNPC
InputForgetEntity
InputGagDisable
InputGagEnable
InputHolsterAndDestroyWeapon
InputHolsterWeapon
InputIgnoreDangerSounds
InputInsideTransition
InputOutsideTransition
InputSetEnemyFilter
InputSetHealth
InputSetRelationship
InputSetSpeedModifierRadius
InputSetSpeedModifierSpeed
InputSetSquad
InputStartScripting
InputStopScripting
InputUnholsterWeapon
InputUpdateEnemyMemory
InputWake
m_Activity
m_CheckOnGroundTimer
m_next
m_CommandMoveMonitor
m_flMarkTolerance
m_vMark
m_Efficiency
m_EnemiesSerialNumber
m_FailChooseEnemyTimer
m_next
m_GiveUpOnDeadEnemyTimer
m_fIsRunning
m_maxInterval
m_minInterval
m_next
m_IdealActivity
m_IdealNPCState
m_IdealSchedule
m_IdealTranslatedActivity
m_IdealWeaponActivity
m_MoveAndShootOverlay
m_bMovingAndShooting
m_bNoShootWhileMove
m_flSuspendUntilTime
m_initialDelay
m_MoveEfficiency
m_NPCState
m_OnDamaged
m_OnDamagedByPlayer
m_OnDamagedByPlayerSquad
m_OnDeath
m_OnDenyCommanderUse
m_OnForcedInteractionAborted
m_OnForcedInteractionFinished
m_OnForcedInteractionStarted
m_OnFoundEnemy
m_OnFoundPlayer
m_OnHalfHealth
m_OnHearCombat
m_OnHearPlayer
m_OnHearWorld
m_OnLostEnemy
m_OnLostEnemyLOS
m_OnLostPlayer
m_OnLostPlayerLOS
m_OnRappelTouchdown
m_OnSleep
m_OnWake
m_ScheduleState
bScheduleWasInterrupted
bTaskRanAutomovement
bTaskUpdatedYaw
fTaskStatus
iCurTask
iTaskInterrupt
taskFailureCode
timeCurTaskStarted
timeStarted
m_ScriptArrivalActivity
m_ScriptedInteractions
m_ShotRegulator
m_bDisabled
m_bInRestInterval
m_flMaxBurstInterval
m_flMaxRestInterval
m_flMinBurstInterval
m_flMinRestInterval
m_flNextShotTime
m_nBurstShotsRemaining
m_nMaxBurstShots
m_nMinBurstShots
m_SleepFlags
m_SleepState
m_SquadName
m_UnreachableEnts
m_UpdateEnemyPosTimer
m_next
m_afCapability
m_afMemory
m_bCannotDieDuringInteraction
m_bCheckContacts
m_bConditionsGathered
m_bCrouchDesired
m_bDidDeathCleanup
m_bFadeCorpse
m_bForceConditionsGather
m_bForceCrouch
m_bHintGroupNavLimiting
m_bIgnoreUnseenEnemies
m_bImportanRagdoll
m_bInAScript
m_bIsCrouching
m_bIsMoving
m_bPerformAvoidance
m_bPlayerAvoidState
m_bSkippedChooseEnemy
m_bSpeedModActive
m_bUsingStandardThinkTime
m_bWakeSquad
m_cAmmoLoaded
m_fNoDamageDecal
m_fStoredPathFlags
m_failSchedule
m_flAcceptableTimeSeenEnemy
m_flDistTooFar
m_flEyeIntegRate
m_flForcedInteractionTimeout
m_flHeadPitch
m_flHeadYaw
m_flIgnoreDangerSoundsUntil
m_flInteractionYaw
m_flLastAttackTime
m_flLastDamageTime
m_flLastEnemyTime
m_flLastPlayerDamageTime
m_flLastRealThinkTime
m_flLastSawPlayerTime
m_flLastStateChangeTime
m_flMoveWaitFinished
m_flNextDecisionTime
m_flNextDodgeTime
m_flNextEyeLookTime
m_flNextFlinchTime
m_flNextWeaponSearchTime
m_flOriginalYaw
m_flSceneTime
m_flSoundWaitTime
m_flSumDamage
m_flTimeEnemyAcquired
m_flTimeLastMovement
m_flTimePingEffect
m_flWaitFinished
m_flWakeRadius
m_hCine
m_hEnemy
m_hEnemyFilter
m_hEnemyOccluder
m_hEyeLookTarget
m_hForcedInteractionPartner
m_hGoalEnt
m_hInteractionPartner
m_hLastInteractionTestTarget
m_hOpeningDoor
m_hStoredPathTarget
m_hTargetEnt
m_iDeathFrame
m_iDeathPose
m_iDesiredWeaponState
m_iInteractionPlaying
m_iInteractionState
m_iMySquadSlot
m_iSpeedModRadius
m_iSpeedModSpeed
m_iszEnemyFilterName
m_iszPendingWeapon
m_iszSceneCustomMoveSeq
m_nIdealSequence
m_nSoundPriority
m_nStoredPathType
m_nWakeTick
m_pHintNode
m_pLocalNavigator
m_pLockedBestSound
m_bHasOwner
m_bNoExpirationTime
m_flExpireTime
m_flOcclusionScale
m_hOwner
m_hTarget
m_iNext
m_iType
m_iVolume
m_ownerChannelIndex
m_vecOrigin
m_pMotor
m_IdealYaw
m_YawSpeed
m_bYawLocked
m_facingQueue
m_nDismountSequence
m_vecAngularVelocity
m_vecDismount
m_vecVelocity
m_pMoveProbe
m_bIgnoreTransientEntities
m_hLastBlockingEnt
m_pNavigator
m_bCalledStartMove
m_bForcedSimplify
m_bLastNavFailed
m_bLocalSucceedOnWithinTolerance
m_bNoPathcornerPathfinds
m_bNotOnNetwork
m_bValidateActivitySpeed
m_fNavComplete
m_fRememberStaleNodes
m_flLastSuccessfulSimplifyTime
m_flNextSimplifyTime
m_flTimeLastAvoidanceTriangulate
m_hBigStepGroundEnt
m_hLastBlockingEnt
m_navType
m_pPath
m_activity
m_arrivalActivity
m_arrivalSequence
m_bGoalPosSet
m_bGoalTypeSet
m_goalDirection
m_goalDirectionTarget
m_goalFlags
m_goalPos
m_goalSpeed
m_goalSpeedTarget
m_goalStoppingDistance
m_goalTolerance
m_goalType
m_routeStartTime
m_sequence
m_target
m_vecTargetOffset
m_waypointTolerance
m_timePathRebuildDelay
m_timePathRebuildFail
m_timePathRebuildMax
m_timePathRebuildNext
m_pPathfinder
m_flLastStaleLinkCheckTime
m_pSenses
m_LastLookDist
m_LookDist
m_SeenHighPriority
m_SeenMisc
m_SeenNPCs
m_TimeLastLook
m_TimeLastLookHighPriority
m_TimeLastLookMisc
m_TimeLastLookNPCs
m_iSensingFlags
m_pTacticalServices
m_bAllowFindLateralLos
m_scriptState
m_spawnEquipment
m_strHintGroup
m_strScriptArrivalSequence
m_translatedActivity
m_vCurEyeTarget
m_vDefaultEyeOffset
m_vEyeLookTarget
m_vInterruptSavePosition
m_vSavePosition
m_vecCommandGoal
m_vecForcedWorldPosition
m_vecLastPosition
m_vecStoredPathGoal
npc_furniture
Name Type Description
CAI_BaseNPCCallNPCThink
CAI_BaseNPCCorpseFallThink
CAI_BaseNPCNPCInitThink
CAI_BaseNPCNPCUse
InputActivateSpeedModifier
InputBeginRappel
InputBreak
InputDisablePlayerCollision
InputDisableSpeedModifier
InputEnablePlayerCollision
InputForceInteractionWithNPC
InputForgetEntity
InputGagDisable
InputGagEnable
InputHolsterAndDestroyWeapon
InputHolsterWeapon
InputIgnoreDangerSounds
InputInsideTransition
InputOutsideTransition
InputSetEnemyFilter
InputSetExpressionOverride
InputSetHealth
InputSetRelationship
InputSetSpeedModifierRadius
InputSetSpeedModifierSpeed
InputSetSquad
InputStartScripting
InputStopScripting
InputUnholsterWeapon
InputUpdateEnemyMemory
InputWake
m_Activity
m_BoneFollowerManager
m_iNumBones
m_physBones
m_CheckOnGroundTimer
m_next
m_CommandMoveMonitor
m_flMarkTolerance
m_vMark
m_Efficiency
m_EnemiesSerialNumber
m_FailChooseEnemyTimer
m_next
m_FlexweightBodyRightLeft
m_FlexweightChestRightLeft
m_FlexweightGestureRightLeft
m_FlexweightGestureUpDown
m_FlexweightHeadForwardBack
m_FlexweightHeadRightLeft
m_FlexweightHeadTilt
m_FlexweightHeadUpDown
m_GiveUpOnDeadEnemyTimer
m_fIsRunning
m_maxInterval
m_minInterval
m_next
m_IdealActivity
m_IdealNPCState
m_IdealSchedule
m_IdealTranslatedActivity
m_IdealWeaponActivity
m_MoveAndShootOverlay
m_bMovingAndShooting
m_bNoShootWhileMove
m_flSuspendUntilTime
m_initialDelay
m_MoveEfficiency
m_NPCState
m_OnDamaged
m_OnDamagedByPlayer
m_OnDamagedByPlayerSquad
m_OnDeath
m_OnDenyCommanderUse
m_OnForcedInteractionAborted
m_OnForcedInteractionFinished
m_OnForcedInteractionStarted
m_OnFoundEnemy
m_OnFoundPlayer
m_OnHalfHealth
m_OnHearCombat
m_OnHearPlayer
m_OnHearWorld
m_OnLostEnemy
m_OnLostEnemyLOS
m_OnLostPlayer
m_OnLostPlayerLOS
m_OnRappelTouchdown
m_OnSleep
m_OnWake
m_ParameterBodyYaw
m_ParameterGestureHeight
m_ParameterGestureWidth
m_ParameterHeadPitch
m_ParameterHeadRoll
m_ParameterHeadYaw
m_ParameterNeckTrans
m_ParameterSpineYaw
m_ScheduleState
bScheduleWasInterrupted
bTaskRanAutomovement
bTaskUpdatedYaw
fTaskStatus
iCurTask
iTaskInterrupt
taskFailureCode
timeCurTaskStarted
timeStarted
m_ScriptArrivalActivity
m_ScriptedInteractions
m_ShotRegulator
m_bDisabled
m_bInRestInterval
m_flMaxBurstInterval
m_flMaxRestInterval
m_flMinBurstInterval
m_flMinRestInterval
m_flNextShotTime
m_nBurstShotsRemaining
m_nMaxBurstShots
m_nMinBurstShots
m_SleepFlags
m_SleepState
m_SquadName
m_UnreachableEnts
m_UpdateEnemyPosTimer
m_next
m_afCapability
m_afMemory
m_bCannotDieDuringInteraction
m_bCheckContacts
m_bConditionsGathered
m_bCrouchDesired
m_bDidDeathCleanup
m_bDontUseSemaphore
m_bFadeCorpse
m_bForceConditionsGather
m_bForceCrouch
m_bHintGroupNavLimiting
m_bIgnoreUnseenEnemies
m_bImportanRagdoll
m_bInAScript
m_bIsCrouching
m_bIsMoving
m_bPerformAvoidance
m_bPlayerAvoidState
m_bSkippedChooseEnemy
m_bSpeedModActive
m_bUsingStandardThinkTime
m_bWakeSquad
m_cAmmoLoaded
m_fLatchedPositions
m_fNoDamageDecal
m_fStoredPathFlags
m_failSchedule
m_flAcceptableTimeSeenEnemy
m_flAccumYawDelta
m_flAccumYawScale
m_flBlinktime
m_flDistTooFar
m_flEyeIntegRate
m_flForcedInteractionTimeout
m_flHeadPitch
m_flHeadYaw
m_flIgnoreDangerSoundsUntil
m_flInteractionYaw
m_flLastAttackTime
m_flLastDamageTime
m_flLastEnemyTime
m_flLastPlayerDamageTime
m_flLastRealThinkTime
m_flLastSawPlayerTime
m_flLastStateChangeTime
m_flMoveWaitFinished
m_flNextDecisionTime
m_flNextDodgeTime
m_flNextEyeLookTime
m_flNextFlinchTime
m_flNextRandomExpressionTime
m_flNextRandomLookTime
m_flNextWeaponSearchTime
m_flOriginalYaw
m_flSceneTime
m_flSoundWaitTime
m_flSumDamage
m_flTimeEnemyAcquired
m_flTimeLastMovement
m_flTimePingEffect
m_flWaitFinished
m_flWakeRadius
m_flextarget
m_goalBodyYaw
m_goalHeadCorrection
m_goalHeadDirection
m_goalHeadInfluence
m_goalSpineYaw
m_hCine
m_hEnemy
m_hEnemyFilter
m_hEnemyOccluder
m_hExpressionSceneEnt
m_hEyeLookTarget
m_hForcedInteractionPartner
m_hGoalEnt
m_hInteractionPartner
m_hLastInteractionTestTarget
m_hLookTarget
m_hOpeningDoor
m_hStoredPathTarget
m_hTargetEnt
m_iDeathFrame
m_iDeathPose
m_iDesiredWeaponState
m_iInteractionPlaying
m_iInteractionState
m_iMySquadSlot
m_iSpeedModRadius
m_iSpeedModSpeed
m_iszAlertExpression
m_iszCombatExpression
m_iszDeathExpression
m_iszEnemyFilterName
m_iszExpressionOverride
m_iszExpressionScene
m_iszIdleExpression
m_iszPendingWeapon
m_iszSceneCustomMoveSeq
m_latchedEyeDirection
m_latchedEyeOrigin
m_latchedHeadDirection
m_lookQueue
m_nIdealSequence
m_nSoundPriority
m_nStoredPathType
m_nWakeTick
m_pExpresser
m_ConceptHistories
m_flBlockedTalkTime
m_flLastTimeAcceptedSpeak
m_flStopTalkTime
m_flStopTalkTimeWithoutDelay
m_voicePitch
m_pHintNode
m_pLocalNavigator
m_pLockedBestSound
m_bHasOwner
m_bNoExpirationTime
m_flExpireTime
m_flOcclusionScale
m_hOwner
m_hTarget
m_iNext
m_iType
m_iVolume
m_ownerChannelIndex
m_vecOrigin
m_pMotor
m_IdealYaw
m_YawSpeed
m_bYawLocked
m_facingQueue
m_nDismountSequence
m_vecAngularVelocity
m_vecDismount
m_vecVelocity
m_pMoveProbe
m_bIgnoreTransientEntities
m_hLastBlockingEnt
m_pNavigator
m_bCalledStartMove
m_bForcedSimplify
m_bLastNavFailed
m_bLocalSucceedOnWithinTolerance
m_bNoPathcornerPathfinds
m_bNotOnNetwork
m_bValidateActivitySpeed
m_fNavComplete
m_fRememberStaleNodes
m_flLastSuccessfulSimplifyTime
m_flNextSimplifyTime
m_flTimeLastAvoidanceTriangulate
m_hBigStepGroundEnt
m_hLastBlockingEnt
m_navType
m_pPath
m_activity
m_arrivalActivity
m_arrivalSequence
m_bGoalPosSet
m_bGoalTypeSet
m_goalDirection
m_goalDirectionTarget
m_goalFlags
m_goalPos
m_goalSpeed
m_goalSpeedTarget
m_goalStoppingDistance
m_goalTolerance
m_goalType
m_routeStartTime
m_sequence
m_target
m_vecTargetOffset
m_waypointTolerance
m_timePathRebuildDelay
m_timePathRebuildFail
m_timePathRebuildMax
m_timePathRebuildNext
m_pPathfinder
m_flLastStaleLinkCheckTime
m_pSenses
m_LastLookDist
m_LookDist
m_SeenHighPriority
m_SeenMisc
m_SeenNPCs
m_TimeLastLook
m_TimeLastLookHighPriority
m_TimeLastLookMisc
m_TimeLastLookNPCs
m_iSensingFlags
m_pTacticalServices
m_bAllowFindLateralLos
m_randomLookQueue
m_scriptState
m_spawnEquipment
m_strHintGroup
m_strScriptArrivalSequence
m_syntheticLookQueue
m_translatedActivity
m_vCurEyeTarget
m_vDefaultEyeOffset
m_vEyeLookTarget
m_vInterruptSavePosition
m_vSavePosition
m_vecCommandGoal
m_vecForcedWorldPosition
m_vecLastPosition
m_vecStoredPathGoal
npc_vehicledriver
Name Type Description
CAI_BaseNPCCallNPCThink
CAI_BaseNPCCorpseFallThink
CAI_BaseNPCNPCInitThink
CAI_BaseNPCNPCUse
InputActivateSpeedModifier
InputBeginRappel
InputBreak
InputDisableSpeedModifier
InputForceInteractionWithNPC
InputForgetEntity
InputGagDisable
InputGagEnable
InputGotoPathCorner
InputHolsterAndDestroyWeapon
InputHolsterWeapon
InputIgnoreDangerSounds
InputInsideTransition
InputOutsideTransition
InputSetDriversMaxSpeed
InputSetDriversMinSpeed
InputSetEnemyFilter
InputSetHealth
InputSetRelationship
InputSetSpeedModifierRadius
InputSetSpeedModifierSpeed
InputSetSquad
InputStartFiring
InputStartForward
InputStartScripting
InputStop
InputStopFiring
InputStopScripting
InputUnholsterWeapon
InputUpdateEnemyMemory
InputWake
m_Activity
m_CheckOnGroundTimer
m_next
m_CommandMoveMonitor
m_flMarkTolerance
m_vMark
m_Efficiency
m_EnemiesSerialNumber
m_FailChooseEnemyTimer
m_next
m_GiveUpOnDeadEnemyTimer
m_fIsRunning
m_maxInterval
m_minInterval
m_next
m_IdealActivity
m_IdealNPCState
m_IdealSchedule
m_IdealTranslatedActivity
m_IdealWeaponActivity
m_MoveAndShootOverlay
m_bMovingAndShooting
m_bNoShootWhileMove
m_flSuspendUntilTime
m_initialDelay
m_MoveEfficiency
m_NPCState
m_OnDamaged
m_OnDamagedByPlayer
m_OnDamagedByPlayerSquad
m_OnDeath
m_OnDenyCommanderUse
m_OnForcedInteractionAborted
m_OnForcedInteractionFinished
m_OnForcedInteractionStarted
m_OnFoundEnemy
m_OnFoundPlayer
m_OnHalfHealth
m_OnHearCombat
m_OnHearPlayer
m_OnHearWorld
m_OnLostEnemy
m_OnLostEnemyLOS
m_OnLostPlayer
m_OnLostPlayerLOS
m_OnRappelTouchdown
m_OnSleep
m_OnWake
m_ScheduleState
bScheduleWasInterrupted
bTaskRanAutomovement
bTaskUpdatedYaw
fTaskStatus
iCurTask
iTaskInterrupt
taskFailureCode
timeCurTaskStarted
timeStarted
m_ScriptArrivalActivity
m_ScriptedInteractions
m_ShotRegulator
m_bDisabled
m_bInRestInterval
m_flMaxBurstInterval
m_flMaxRestInterval
m_flMinBurstInterval
m_flMinRestInterval
m_flNextShotTime
m_nBurstShotsRemaining
m_nMaxBurstShots
m_nMinBurstShots
m_SleepFlags
m_SleepState
m_SquadName
m_UnreachableEnts
m_UpdateEnemyPosTimer
m_next
m_afCapability
m_afMemory
m_bCannotDieDuringInteraction
m_bCheckContacts
m_bConditionsGathered
m_bCrouchDesired
m_bDidDeathCleanup
m_bFadeCorpse
m_bForceConditionsGather
m_bForceCrouch
m_bHintGroupNavLimiting
m_bIgnoreUnseenEnemies
m_bImportanRagdoll
m_bInAScript
m_bIsCrouching
m_bIsMoving
m_bPerformAvoidance
m_bPlayerAvoidState
m_bSkippedChooseEnemy
m_bSpeedModActive
m_bUsingStandardThinkTime
m_bWakeSquad
m_cAmmoLoaded
m_fNoDamageDecal
m_fStoredPathFlags
m_failSchedule
m_flAcceptableTimeSeenEnemy
m_flDistTooFar
m_flDistanceAlongSpline
m_flDriversMaxSpeed
m_flDriversMinSpeed
m_flEyeIntegRate
m_flForcedInteractionTimeout
m_flGoalSpeed
m_flHeadPitch
m_flHeadYaw
m_flIgnoreDangerSoundsUntil
m_flInteractionYaw
m_flLastAttackTime
m_flLastDamageTime
m_flLastEnemyTime
m_flLastPlayerDamageTime
m_flLastRealThinkTime
m_flLastSawPlayerTime
m_flLastStateChangeTime
m_flMaxSpeed
m_flMoveWaitFinished
m_flNextDecisionTime
m_flNextDodgeTime
m_flNextEyeLookTime
m_flNextFlinchTime
m_flNextWeaponSearchTime
m_flOriginalYaw
m_flSceneTime
m_flSoundWaitTime
m_flSteering
m_flSumDamage
m_flTimeEnemyAcquired
m_flTimeLastMovement
m_flTimePingEffect
m_flWaitFinished
m_flWakeRadius
m_hCine
m_hEnemy
m_hEnemyFilter
m_hEnemyOccluder
m_hEyeLookTarget
m_hForcedInteractionPartner
m_hGoalEnt
m_hInteractionPartner
m_hLastInteractionTestTarget
m_hOpeningDoor
m_hStoredPathTarget
m_hTargetEnt
m_hVehicleEntity
m_iDeathFrame
m_iDeathPose
m_iDesiredWeaponState
m_iInteractionPlaying
m_iInteractionState
m_iMySquadSlot
m_iSpeedModRadius
m_iSpeedModSpeed
m_iszEnemyFilterName
m_iszPendingWeapon
m_iszSceneCustomMoveSeq
m_iszVehicleName
m_nIdealSequence
m_nSoundPriority
m_nStoredPathType
m_nWakeTick
m_pHintNode
m_pLocalNavigator
m_pLockedBestSound
m_bHasOwner
m_bNoExpirationTime
m_flExpireTime
m_flOcclusionScale
m_hOwner
m_hTarget
m_iNext
m_iType
m_iVolume
m_ownerChannelIndex
m_vecOrigin
m_pMotor
m_IdealYaw
m_YawSpeed
m_bYawLocked
m_facingQueue
m_nDismountSequence
m_vecAngularVelocity
m_vecDismount
m_vecVelocity
m_pMoveProbe
m_bIgnoreTransientEntities
m_hLastBlockingEnt
m_pNavigator
m_bCalledStartMove
m_bForcedSimplify
m_bLastNavFailed
m_bLocalSucceedOnWithinTolerance
m_bNoPathcornerPathfinds
m_bNotOnNetwork
m_bValidateActivitySpeed
m_fNavComplete
m_fRememberStaleNodes
m_flLastSuccessfulSimplifyTime
m_flNextSimplifyTime
m_flTimeLastAvoidanceTriangulate
m_hBigStepGroundEnt
m_hLastBlockingEnt
m_navType
m_pPath
m_activity
m_arrivalActivity
m_arrivalSequence
m_bGoalPosSet
m_bGoalTypeSet
m_goalDirection
m_goalDirectionTarget
m_goalFlags
m_goalPos
m_goalSpeed
m_goalSpeedTarget
m_goalStoppingDistance
m_goalTolerance
m_goalType
m_routeStartTime
m_sequence
m_target
m_vecTargetOffset
m_waypointTolerance
m_timePathRebuildDelay
m_timePathRebuildFail
m_timePathRebuildMax
m_timePathRebuildNext
m_pPathfinder
m_flLastStaleLinkCheckTime
m_pSenses
m_LastLookDist
m_LookDist
m_SeenHighPriority
m_SeenMisc
m_SeenNPCs
m_TimeLastLook
m_TimeLastLookHighPriority
m_TimeLastLookMisc
m_TimeLastLookNPCs
m_iSensingFlags
m_pTacticalServices
m_bAllowFindLateralLos
m_scriptState
m_spawnEquipment
m_strHintGroup
m_strScriptArrivalSequence
m_translatedActivity
m_vCurEyeTarget
m_vDefaultEyeOffset
m_vEyeLookTarget
m_vInterruptSavePosition
m_vSavePosition
m_vecCommandGoal
m_vecDesiredPosition
m_vecDesiredVelocity
m_vecForcedWorldPosition
m_vecLastPosition
m_vecPostPoint
m_vecPostPostPoint
m_vecPrevPoint
m_vecPrevPrevPoint
m_vecStoredPathGoal
scripted_target
Name Type Description
CAI_BaseNPCCallNPCThink
CAI_BaseNPCCorpseFallThink
CAI_BaseNPCNPCInitThink
CAI_BaseNPCNPCUse
CScriptedTargetScriptThink
InputActivateSpeedModifier
InputBeginRappel
InputBreak
InputDisable
InputDisableSpeedModifier
InputEnable
InputForceInteractionWithNPC
InputForgetEntity
InputGagDisable
InputGagEnable
InputHolsterAndDestroyWeapon
InputHolsterWeapon
InputIgnoreDangerSounds
InputInsideTransition
InputOutsideTransition
InputSetEnemyFilter
InputSetHealth
InputSetRelationship
InputSetSpeedModifierRadius
InputSetSpeedModifierSpeed
InputSetSquad
InputStartScripting
InputStopScripting
InputUnholsterWeapon
InputUpdateEnemyMemory
InputWake
m_Activity
m_AtTarget
m_CheckOnGroundTimer
m_next
m_CommandMoveMonitor
m_flMarkTolerance
m_vMark
m_Efficiency
m_EnemiesSerialNumber
m_FailChooseEnemyTimer
m_next
m_GiveUpOnDeadEnemyTimer
m_fIsRunning
m_maxInterval
m_minInterval
m_next
m_IdealActivity
m_IdealNPCState
m_IdealSchedule
m_IdealTranslatedActivity
m_IdealWeaponActivity
m_LeaveTarget
m_MoveAndShootOverlay
m_bMovingAndShooting
m_bNoShootWhileMove
m_flSuspendUntilTime
m_initialDelay
m_MoveEfficiency
m_NPCState
m_OnDamaged
m_OnDamagedByPlayer
m_OnDamagedByPlayerSquad
m_OnDeath
m_OnDenyCommanderUse
m_OnForcedInteractionAborted
m_OnForcedInteractionFinished
m_OnForcedInteractionStarted
m_OnFoundEnemy
m_OnFoundPlayer
m_OnHalfHealth
m_OnHearCombat
m_OnHearPlayer
m_OnHearWorld
m_OnLostEnemy
m_OnLostEnemyLOS
m_OnLostPlayer
m_OnLostPlayerLOS
m_OnRappelTouchdown
m_OnSleep
m_OnWake
m_ScheduleState
bScheduleWasInterrupted
bTaskRanAutomovement
bTaskUpdatedYaw
fTaskStatus
iCurTask
iTaskInterrupt
taskFailureCode
timeCurTaskStarted
timeStarted
m_ScriptArrivalActivity
m_ScriptedInteractions
m_ShotRegulator
m_bDisabled
m_bInRestInterval
m_flMaxBurstInterval
m_flMaxRestInterval
m_flMinBurstInterval
m_flMinRestInterval
m_flNextShotTime
m_nBurstShotsRemaining
m_nMaxBurstShots
m_nMinBurstShots
m_SleepFlags
m_SleepState
m_SquadName
m_UnreachableEnts
m_UpdateEnemyPosTimer
m_next
m_afCapability
m_afMemory
m_bCannotDieDuringInteraction
m_bCheckContacts
m_bConditionsGathered
m_bCrouchDesired
m_bDidDeathCleanup
m_bFadeCorpse
m_bForceConditionsGather
m_bForceCrouch
m_bHintGroupNavLimiting
m_bIgnoreUnseenEnemies
m_bImportanRagdoll
m_bInAScript
m_bIsCrouching
m_bIsMoving
m_bPerformAvoidance
m_bPlayerAvoidState
m_bSkippedChooseEnemy
m_bSpeedModActive
m_bUsingStandardThinkTime
m_bWakeSquad
m_cAmmoLoaded
m_fNoDamageDecal
m_fStoredPathFlags
m_failSchedule
m_flAcceptableTimeSeenEnemy
m_flDistTooFar
m_flEffectDuration
m_flEyeIntegRate
m_flForcedInteractionTimeout
m_flHeadPitch
m_flHeadYaw
m_flIgnoreDangerSoundsUntil
m_flInteractionYaw
m_flLastAttackTime
m_flLastDamageTime
m_flLastEnemyTime
m_flLastPlayerDamageTime
m_flLastRealThinkTime
m_flLastSawPlayerTime
m_flLastStateChangeTime
m_flMoveWaitFinished
m_flNextDecisionTime
m_flNextDodgeTime
m_flNextEyeLookTime
m_flNextFlinchTime
m_flNextWeaponSearchTime
m_flOriginalYaw
m_flPauseDoneTime
m_flPauseDuration
m_flRadius
m_flSceneTime
m_flSoundWaitTime
m_flSumDamage
m_flTimeEnemyAcquired
m_flTimeLastMovement
m_flTimePingEffect
m_flWaitFinished
m_flWakeRadius
m_hCine
m_hEnemy
m_hEnemyFilter
m_hEnemyOccluder
m_hEyeLookTarget
m_hForcedInteractionPartner
m_hGoalEnt
m_hInteractionPartner
m_hLastInteractionTestTarget
m_hOpeningDoor
m_hStoredPathTarget
m_hTargetEnt
m_iDeathFrame
m_iDeathPose
m_iDesiredWeaponState
m_iDisabled
m_iInteractionPlaying
m_iInteractionState
m_iMySquadSlot
m_iSpeedModRadius
m_iSpeedModSpeed
m_iszEnemyFilterName
m_iszEntity
m_iszPendingWeapon
m_iszSceneCustomMoveSeq
m_nIdealSequence
m_nMoveSpeed
m_nSoundPriority
m_nStoredPathType
m_nWakeTick
m_pHintNode
m_pLocalNavigator
m_pLockedBestSound
m_bHasOwner
m_bNoExpirationTime
m_flExpireTime
m_flOcclusionScale
m_hOwner
m_hTarget
m_iNext
m_iType
m_iVolume
m_ownerChannelIndex
m_vecOrigin
m_pMotor
m_IdealYaw
m_YawSpeed
m_bYawLocked
m_facingQueue
m_nDismountSequence
m_vecAngularVelocity
m_vecDismount
m_vecVelocity
m_pMoveProbe
m_bIgnoreTransientEntities
m_hLastBlockingEnt
m_pNavigator
m_bCalledStartMove
m_bForcedSimplify
m_bLastNavFailed
m_bLocalSucceedOnWithinTolerance
m_bNoPathcornerPathfinds
m_bNotOnNetwork
m_bValidateActivitySpeed
m_fNavComplete
m_fRememberStaleNodes
m_flLastSuccessfulSimplifyTime
m_flNextSimplifyTime
m_flTimeLastAvoidanceTriangulate
m_hBigStepGroundEnt
m_hLastBlockingEnt
m_navType
m_pPath
m_activity
m_arrivalActivity
m_arrivalSequence
m_bGoalPosSet
m_bGoalTypeSet
m_goalDirection
m_goalDirectionTarget
m_goalFlags
m_goalPos
m_goalSpeed
m_goalSpeedTarget
m_goalStoppingDistance
m_goalTolerance
m_goalType
m_routeStartTime
m_sequence
m_target
m_vecTargetOffset
m_waypointTolerance
m_timePathRebuildDelay
m_timePathRebuildFail
m_timePathRebuildMax
m_timePathRebuildNext
m_pPathfinder
m_flLastStaleLinkCheckTime
m_pSenses
m_LastLookDist
m_LookDist
m_SeenHighPriority
m_SeenMisc
m_SeenNPCs
m_TimeLastLook
m_TimeLastLookHighPriority
m_TimeLastLookMisc
m_TimeLastLookNPCs
m_iSensingFlags
m_pTacticalServices
m_bAllowFindLateralLos
m_scriptState
m_spawnEquipment
m_strHintGroup
m_strScriptArrivalSequence
m_translatedActivity
m_vCurEyeTarget
m_vDefaultEyeOffset
m_vEyeLookTarget
m_vInterruptSavePosition
m_vLastPosition
m_vSavePosition
m_vecCommandGoal
m_vecForcedWorldPosition
m_vecLastPosition
m_vecStoredPathGoal